Exemplo n.º 1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        _player = GameObject.FindGameObjectWithTag("Player").transform;

        _cruiserEnemy = animator.gameObject.GetComponent <CruiserEnemy>();
        _transform    = animator.gameObject.transform;

        _cruiserEnemy._currentMinTurn = _cruiserEnemy._initialMinTurn;
    }
Exemplo n.º 2
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     _transform                    = animator.gameObject.transform;
     _player                       = GameObject.FindGameObjectWithTag("Player").transform;
     _cruiserEnemy                 = _transform.GetComponent <CruiserEnemy>();
     _waypoints                    = _cruiserEnemy.Waypoints;
     _cruiserEnemy.TargetPos       = _waypoints[_targetPointIndex];
     _cruiserEnemy._currentMinTurn = _cruiserEnemy._initialMinTurn;
     _timeSinceLastPlayerSighting  = 0.0f;
     _targetPointIndex             = 0;
 }
Exemplo n.º 3
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        _player = GameObject.FindGameObjectWithTag("Player").transform;

        _cruiserEnemy = animator.gameObject.GetComponent <CruiserEnemy>();
        _transform    = animator.gameObject.transform;

        _cruiserEnemy._currentMinTurn = _cruiserEnemy._initialMinTurn;

        _waypoints = _cruiserEnemy.Waypoints;

        _targetPos = _transform.position;

        foreach (Vector3 pos in _waypoints)
        {
            if (Vector3.Distance(_transform.position, pos) > Vector3.Distance(_transform.position, _targetPos))
            {
                _targetPos = pos;
            }
        }
        _cruiserEnemy._currentMinTurn += Time.deltaTime * 0.01f;
        _cruiserEnemy.TargetPos        = _targetPos;
    }